1
REFERENCE
Guidebook 2.1
2
This workbook contains a series of exercises that will
get you familiar the the fundamentals of electronics
and code.
Itll help you get on your way to adventuring and
building robots!
You can follow the suggested curriculum or skip
ahead if you prefer.
Fasten your space seatbelts and lets launch!
Designed for
exploration
Quick to set up and easy to use,
start exploring the world of
technology today!
3
Whats in the can? (page 1)
Chapter 1 - Getting familiar with you eBrain (page 7)
Chapter 2 - Your rst robot (page 31)
Chapter 3 - Programming and moving your robot (page 44)
Table of contents
4
The joy of the RIAC (Robot in a Can) eBrain is its
simple elegance. RIACs open source programming
system called “eBran Snap!” offers amazing freedom
and allows learners to stand on the shoulders of
giants. Well explain how to get the most from
Snap! and your eBrain: combining electronics and
programing has never been easier to get into.
You can take your skills to the next level too, with
upcoming installments to our complete guide to
coding on the eBrain youll dive into using: Logo,
Python, Lua and C. Turning your interest in the
eBrain from one of a hobby, to a potential career in
development. So what are you waiting for? A world of
fun eBrain adventures await you!
Preface
Welcome to our super-enhanced Robot in a Can
eBrain Guidebook for 2019. Dive in and make your
world a better place!
Robot in a Can - eBrain is a phenomena, both in the
computing and education worlds. It transforms how
we teach computer technology and build things
as hobby. If youre looking to join this phenomena
you hold in your hands the ideal starting point
for growing your knowledge. No matter if youre a
bemused beginner or seasoned expert, we’ve got
something youll enjoy in this Robot in a Can eBrain
Guidebook.
Well hold your hand through getting up and running
and then dive straight in with some classic projects
like creating interactive media using the latest AIs, to
building your own eBrain-powered security system.
Great things are not done by impulse, but a
series of small things brought together.
-Vincent Van Gogh
5
BASICS
Whats in the Can
1 1x eBrain
2 2x motors
3 4x motor holders
4 2x robot body
5 2x chassis
6 2x wheels
7 30x Cables
8 1x Battery pack
9 1x Potentiometer
10 2x Bulldog clip
11 1x Distance sensor
12 3x LED
0
1
1
2
3
4
5
6
7
8
9
10
11
12
6
BASICS




 

3.3 V
GND
4 (IO)
5 (PW)
10 (PW)
16 (PW)
14 (L)
12 (D)
13 (C)
S1
S3
S4 S2
0 (12C-D)
2 (12C-D)
V + GND
CK COMIMO
0
1
AO
11
1
23
4
5 6
7
8
9
10
12
Front
Back
What’s on the board
1 On/Off switch
2 Servo Motor Bay
3 Stepper Motor Bay
4 GPIO bay
5 USB FTDI adapter
6 Patch bay
7 Light sensor
8 RGB LED
9 Buttons
10 Breadboard
11 Power
12 eBrain WiFi
Chapter 1
Getting familiar with your eBrain
8
BASICS
Electronic brains
Everything smart has a brain.
Computers are a lot like electronic thinking
machines. And these “brains” arent just for laptops,
tablets and phones – they can be found in all sorts
of places like airplanes, household appliances and
industrial equipment. They’re all around us and help
run our society!
On this page, you can see an image of your new
eBrain. You will learn to play with this technology
and control it, allowing you to make an impact on the
world around you.
=






3.3 V
GND
4 (IO)
5 (PW)
10 (PW)
16 (PW)
14 (L)
12 (D)
13 (C)
S1
S3
S4 S2
0 (12C-D)
2 (12C-D)
V + GND
CK COMIMO
0
1
AO
9
BASICS
eBrain Superpower #1
eBrain is a good teacher.
Your eBrain is a ‘Development Board. This means
the board can be re-purposed and used for many
different tasks. You don’t need to use any advanced
tools or learn solder to build your own circuits.
Instead our easy to use eBrain design allows you to
connect and build circuits by using our patch cable
system in the kit.






3.3 V
GND
4 (IO)
5 (PW)
10 (PW)
16 (PW)
14 (L)
12 (D)
13 (C)
S1
S3
S4 S2
0 (12C-D)
2 (12C-D)
V + GND
CK COMIMO
0
1
AO
10
BASICS
eBrain Superpower #2
eBrain can speak and listen over wi.
No wires to tether you! You can remote control
into your eBrain from your computer or cellphone.
Because you can tell it what to do wirelessly, your
robot can be in one room while youre in another.






3.3 V
GND
4 (IO)
5 (PW)
10 (PW)
16 (PW)
14 (L)
12 (D)
13 (C)
S1
S3
S4 S2
0 (12C-D)
2 (12C-D)
V + GND
CK COMIMO
0
1
AO
Although the eBrain uses a WiFi radio to communicate it doesnt
need the internet to function.
11
BASICS
eBrain Superpower #3
eBrain can understand many programming
languages.
Well be going over how to use Snap!, our favorite
drag and drop software, but youre not limited to it.
You can actually program your eBrain with other
languages such as Arduino
TM
C or Python.






3.3 V
GND
4 (IO)
5 (PW)
10 (PW)
16 (PW)
14 (L)
12 (D)
13 (C)
S1
S3
S4 S2
0 (12C-D)
2 (12C-D)
V + GND
CK COMIMO
0
1
AO
+
MORE
12
BASICS
Power
This is your eBrains power supply
The batteries are connected to the back of the board
and extend to these two holes on the front of the
board.
Think of them as sides of a battery. The 3.3V is the
positive side and the GND (ground) is the negative side.
You can use these two holes to bring power to your
projects!






3.3 V
GND
4 (IO)
5 (PW)
10 (PW)
16 (PW)
14 (L)
12 (D)
13 (C)
S1
S3
S4 S2
0 (12C-D)
2 (12C-D)
V + GND
CK COMIMO
0
1
AO
3.3V and Ground
Did you know that each AA battery has 1.5V, so the power pack
holds 6V total (4x AA). Your eBrains power connector runs at
3.3V. The power has been regulated ensuring that there are no
spikes or drops in voltage, so youll always have power when you
need it!
13
BASICS






3.3 V
GND
4 (IO)
5 (PW)
10 (PW)
16 (PW)
14 (L)
12 (D)
13 (C)
S1
S3
S4 S2
0 (12C-D)
2 (12C-D)
V + GND
CK COMIMO
0
1
AO
GPIO Bay
GPIO Bay
General Purpose Input Output
The most important area! Your computer speaks to
your board through the electrical connections on
GPIO bay.
This row of holes is almost like a direct phone line
into the computer. Using these connections the
eBrain computer can talk (out) and listen (in) to other
electronics. We will learn to use this more later!
14
BASICS
eBrains Brain
This is the WIFI radio and computer on board
the eBrain.
See the squiggly line? That very special shape is
the WiFi antenna, it sends electric signals through
the air so that it can communicate with other
computers. This is also the eBrains computer where
it does its thinking.
Its called the ESP-8266 and its connected straight to
the GPIO bay.
3.3 V
GND
4 (IO)
5 (PW)
10 (PW)
16 (PW)
14 (L)
12 (D)
13 (C)
S1
S3
S4 S2
0 (12C-D)
2 (12C-D)
V + GND
CK COMIMO
0
1
AO
3.3 V
GND
4 (IO)
5 (PW)
10 (PW)
16 (PW)
14 (L)
12 (D)
13 (C)
0 (12C-D)
2 (12C-D)
AO
15
BASICS






3.3 V
GND
4 (IO)
5 (PW)
10 (PW)
16 (PW)
14 (L)
12 (D)
13 (C)
S1
S3
S4 S2
0 (12C-D)
2 (12C-D)
V + GND
CK COMIMO
0
1
AO
Patch Bay
Patch Bay
The patch bay is connected to the electronic
parts on the eBrain.
We can patch the connections between our GPIO
pins and the parts on our eBrain to activate them.
16
BASICS
The Breadboard
Not for cutting bread, but instead for making
circuits on the go.
Think of it like electrical tape. The breadboard can
hold the wires of different components together,
allowing your board to talk to them at the same time.






3.3 V
GND
4 (IO)
5 (PW)
10 (PW)
16 (PW)
14 (L)
12 (D)
13 (C)
S1
S3
S4 S2
0 (12C-D)
2 (12C-D)
V + GND
CK COMIMO
0
1
AO
Breadboard
17
BASICS
The RGB LED
Your eBrain has three tiny lights on it, and were
going to create some circuits to turn them ON.
The tiny lights come in three colours: Red, Green and
Blue, or RGB for short.
You’ve probably heard of RGB before, but did you
know that by combining these three colours you can
create 255 x 255 x 255 new colours? Thats over 16
million different combinations!
More on colour mixing later...






3.3 V
GND
4 (IO)
5 (PW)
10 (PW)
16 (PW)
14 (L)
12 (D)
13 (C)
S1
S3
S4 S2
0 (12C-D)
2 (12C-D)
V + GND
CK COMIMO
0
1
AO
RGB LED
18
ACTIVITY
Apply stickers to your eBrain
MATERIALS REQUIRED:
Sticker sheet, 1x eBrain
Cut stickers from sticker sheet
Using scissors cut out all 6 stickers. Try to leave as
little white space around the edges.
Apply Patch Bay stickers
Following the illustration apply the Pach Bay stickers.
Yellow on the left.
Apply GPIO stickers
Following the illustration apply the GPIO stickers.
Red at the top.
3.3 V
GND
4 (IO)
5 (PW)
10 (PW)
16 (PW)
14 (L)
12 (D)
13 (C)
S1
S3
S4 S2
0 (12C-D)
2 (12C-D)
V + GND
CK COMIMO
0
1
AO
0
1
19
ACTIVITY
Back
Front
0
1
0
1
Power up your eBrain
MATERIALS REQUIRED:
4x AA batteries, 1x battery pack, 1x eBrain
Insert 4x AA batteries
Place the at side on the springs.
Connect the battery pack to the board
The connector is located on the back of the board.
Make sure it is the right way and snaps fully in place.
Turn it on
The tiny switch is on the front of the board. Slide the
switch it from 0 to 1 and you will see the yellow light
turn on.
1
1
2
2
33
MATERIALS REQUIRED:
4x AA batteries
1x Battery pack
1x eBrain
4x Male-to-male wires
Getting familiar with your eBrain
EST. TIME:
XX mins
EXERCISES:
1.1.1 Light up Red, Green, and Blue
1.1.2 Connect two wires
1.1.3 Connect two wires using breadboard
1.1.4 Mix RGB colors using breadboard
1.1.5 Turn on LED with buttons
ACTIVITY SERIES 1.1
21
ACTIVITY
3.3 V
GND
4 (IO)
5 (PW)
10 (PW)
16 (PW)
14 (L)
12 (D)
13 (C)
S1
S3
S4 S2
0 (12C-D)
2 (12C-D)
V + GND
CK COMIMO
0
1
AO
3.3 V
GND
4 (IO)
5 (PW)
10 (PW)
16 (PW)
14 (L)
12 (D)
13 (C)
S1
S3
S4 S2
0 (12C-D)
2 (12C-D)
V + GND
CK COMIMO
0
1
AO
3.3 V
GND
4 (IO)
5 (PW)
10 (PW)
16 (PW)
14 (L)
12 (D)
13 (C)
S1
R
S3
S4 S2
0 (12C-D)
2 (12C-D)
V + GND
CK COMIMO
0
1
AO
B
G
Light up Red, Green and Blue
Get a male-to-male wire and place end in the 3.3V
power source, located on the GPIO bay.
Plug the other end into the hole marked R (Red) on
the instrument panel. The LED on your board should
light up red. Congrats, you’ve just made a circuit!
Next, remove the pin from the R plug and try the G
(Green) and B (Blue) plugs. Sweet, you’ve just made
three circuits!
Note that the yellow plug on the far left of the instument panel
is NOT a yellow light. This plug connects to the Light Sensor
(LS). We’ll learn more about this later.
1
1
2
2
3
3
1.1.1
22
ACTIVITY
Connect two wires by holding
them together
Get a second male-to-male wire. Place one wire in
the 3.3V plug on the GPIO bay, and the other one in
the R plug on the instrument panel.
Now take each wire in your hand and hold the two
pins together. What happens? Your LED should light
up red!
3.3 V
GND
4 (IO)
5 (PW)
10 (PW)
16 (PW)
14 (L)
12 (D)
13 (C)
S1
S3
S4 S2
0 (12C-D)
2 (12C-D)
V + GND
CK COMIMO
0
1
AO
R
1
2
1.1.2
23
ACTIVITY
How to use the breadboard
Sure, you can connect wires by holding them
together, but luckily theres much easier way,
and thats to use the breadboard.
The breadboard lets you clip things together so you
don’t have to hold them. [link to video]
The breadboard on your eBrain has 11 column.
Think of each vertical row being one (electrically
conductive) metal clip.
3.3 V
GND
4 (IO)
5 (PW)
10 (PW)
16 (PW)
14 (L)
12 (D)
13 (C)
S1
S3
S4 S2
0 (12C-D)
2 (12C-D)
V + GND
CK COMIMO
0
1
AO
Each column =
1 metal clip
24
ACTIVITY
Connect two wires using the
breadboard
Start with the wiring diagram from Exercise 1.1.2.
This time, instead of using your ngers to hold the
two wires together, place them in any two plugs in a
vertical row on the breadboard. The red light should
come on!
Next, try plugging the wires into different rows.
See? They are no longer connected to the same clip,
therefore the light won’t turn on.
1
2
1.1.3
3.3 V
GND
4 (IO)
5 (PW)
10 (PW)
16 (PW)
14 (L)
12 (D)
13 (C)
S1
S3
S4 S2
0 (12C-D)
2 (12C-D)
V + GND
CK COMIMO
0
1
AO
3.3 V
GND
4 (IO)
5 (PW)
10 (PW)
16 (PW)
14 (L)
12 (D)
13 (C)
S1
S3
S4 S2
0 (12C-D)
2 (12C-D)
V + GND
CK COMIMO
0
1
AO
R
25
ACTIVITY
3.3 V
GND
4 (IO)
5 (PW)
10 (PW)
16 (PW)
14 (L)
12 (D)
13 (C)
S1
S3
S4 S2
0 (12C-D)
2 (12C-D)
V + GND
CK COMIMO
0
1
AO
3.3 V
GND
4 (IO)
5 (PW)
10 (PW)
16 (PW)
14 (L)
12 (D)
13 (C)
S1
S3
S4 S2
0 (12C-D)
2 (12C-D)
V + GND
CK COMIMO
0
1
AO
R G B
Mix RGB colors using the
breadboard
Lets nd out what happens when you combine
Red, Green and Blue in different ways!
Take out four wires from your can. Place a wire in
each light plug on the instrument panel and one in
the 3.3 V power source.
What happens when we wire up multiple colors to a
single row on the breadboard at the same time?
Continued on following page...
1
2
1.1.4
26
ACTIVITY
Try the following combinations:
Red + Green =
Red + Blue =
Green + Blue =
Red + Green + Blue =
?
?
??
3
1.1.4
27
BASICS
RGB color mixing results
Red and green make Yellow
Red and blue make Magenta
Green and Blue make Cyan
Red, Green and Blue make White
These colour results might be a little surprising! Mixing lights
isn’t like mixing paints! [Click here] to learn more about additive
vs subtractive colour.
28
BASICS
eBrains buttons
When you press a button you allow electricity
to ow in a complete circuit, sending power to
whatever is attached!
Your eBrain has 4 buttons, each with their own plug
in the patch bay.
The buttons are directly connected to the battery, so
you dont need to connect to the 3.3 V plug!
Pres s
29
ACTIVITY
Turn on the LED by using
a button
Now lets try hooking up a button so we can
turn our light on and off without unplugging
any cables!
Use a male-to-male wire to connect R and 1 on the
patch bay.
Hold down button S1 - The light turns on!
3.3 V
GND
4 (IO)
5 (PW)
10 (PW)
16 (PW)
14 (L)
12 (D)
13 (C)
S1
S3
S4 S2
0 (12C-D)
2 (12C-D)
V + GND
CK COMIMO
0
1
AO
Press
R
1
1
2
1.1.5
30
BASICS
Review
GPIO bay
You plugged in the battery pack and used its power
via the 3.3 V plug on the GPIO panel.
Patch bay
You explored the RGB LED and the buttons on the
patch bay.
Breadboard
You learned how to use the breadboard and connect
various wires together and create new colour
combinations!
Great job!
Youve just learned how
to use three very essential
parts of your eBrain.
Chapter 2
Your rst robot
32
BASICS
In this Chapter 2 you will build your rst robot, and
in the following chapter you will learn how to give it
commands and make it move using Snap!
Keep in mind, building a moving robot is just one
small application of what you can do with the kit. In
this exercise you will use the two motors to propel
the robot forward, but as you get more comfortable
with the various components, you can build other
projects like a light switch ipper or a pet feeder!
But lets not get ahead of ourselves...
Your rst robot
Whats a robot anyway?
Robots are awesome! Chances are you like
robots or you wouldnt have bought this kit.
MATERIALS REQUIRED:
Robot Can
Art supplies for decorating
Make your own robot
EST. TIME:
XX mins
EXERCISES:
2.1.0 Prepare your workspace
2.1.1 Decorate robot body
2.1.2 Fold robot body
2.1.3 Prepare wheels and skeleton
2.1.4 Attach motors and wheels
2.1.5 Hook up eBrain and battery
2.1.6 Place it all inside
EXERCISE SERIES 2.1
34
ACTIVITY
Prepare your workspace
Remove these items from your can and place
them on your table:
1 1x Carboard Robot Body
2 1x eBrain
3 1x Battery Pack
4 2x Motors
5 2x Motor Holders
6 2x Wheels
7 2x Elastics
8 1x Chassis
9 1x Bulldog Clip
0
1
1
2
3
4
5
6
7
8
9
2.1.0
35
ACTIVITY
Fold your robot body
Start with a dry run! Don’t tape anything until
youve gone through the instructions at least once!
Once youve nished the dry run, start over and
remove the lm from the double-sided tape to attach
the edges permanently.
Continued on following page...
3
1a
1b
4
1
2.1.2
36
ACTIVITY
Place your cardboard robot body on your workspace
shiny side down. The shiny side will be the outside
of the robot and the matte side will be the inside.
If youd like to decorate your robot you can do this
before assembly.
Following the image on this page, attach tabs 1a and
1b to the long horizontal panel. Then attach 2a and
2b. This should create 4 sides and a base.
Next, fold down aps 3 and 4, making sure to plug
them into the tabs at the bottom.
2a 2b
1a 1b
3 4
SHINY side on the TABLE
3
2
2.1.2
37
ACTIVITY
Prepare the wheels and
skeleton
Place the elastic bands along the outer edge of the
wheels. The elastics add friction and prevent your
wheels from slipping around when the robot is
moving.
Create the skeleton by attaching the two motor
holders to the chassis. Make sure the openings
on the motor holders lineup!
2
1
You can reinforce your wheels by glueing the elastics to the
wheels. We recommend 5-minute epoxy. Just make sure not to
glue the wheel to the motor!
2.1.3
38
ACTIVITY
Drop-in the robot skeleton
Drop the skeleton into the robot body and lineup the
motor holder holes.
Push the pegs through the cardboard.
1
2.1.4
2
39
ACTIVITY
Attach the motors and wheels
Attach the motors by threading the wire from the
outside into the robot. Align the motor mount
holes with the pegs so its ush with the side of the
robot. Make sure that the motor axle faces out!
Insert the wheel hub into the motor axle. You may
have to press hard!
1
2
2.1.4
40
ACTIVITY
Hook up the eBrain
Attach the motors to the eBrain. Each motor
connects to either the left or right side when viewed
from the front. Check the diagram to ensure that you
don’t hook them up backwards.
Plug-in battery pack. The plug is on the back of the
board.
3.3 V
GND
4 (IO)
5 (PW)
10 (PW)
16 (PW)
14 (L)
12 (D)
13 (C)
S1
S3
S4 S2
0 (12C-D)
2 (12C-D)
V + GND
CK COMIMO
0
1
AO
L R
Robot Front
1
2
2.1.5
Back
Front
0
1
0
1
41
ACTIVITY
Place the battery pack inside the robot, behind the
chassis towards the back. Placing the battery pack
here balances the weight of the robot.
Attach the ‘secret clip’ a.k.a. the ‘bulldog clip. Make
sure to follow the diagram on this page to insert it
correctly!
Back view
X
3
4
2.1.5
42
ACTIVITY
Decorate your robot body
There are so many different things you can do
to decorate and customize your robot body!
You can build your robot special for things like: robot
sumo competitions, playing soccer with ping pong
balls, syncronized dancing, and more!
Build your robot the way you want it and remember
you can build a robot out of almost any piece of
cardboard you nd!
2.1.1
43
BASICS
Awesome!
Youve just assembled your robot!
Next youll some programming basic and move
your robot around!
Chapter 3
Programming and moving your robot
45
BASICS
A program is a process or set
of instructions that is followed
to solve a problem.
Programs are like very specic instructions placed
into a list. The computer steps through that list one
item at a time executing each instruction. Could
you make a list of instructions that explain how you
brush your teeth?
These instructions are converted into a code that
computers can read and execute.
You can control your robots eBrain with blocks of
code Let's learn how it works!
Pick up toothbrush
Pick up toothpaste.
Unscrew cap and squeeze
a small amount on your
toothbrush.
Wet toothbrush.
Put toothbrush in mouth...
1
2
3
4
How to brush your teeth
46
ACTIVITY
Connect to your eBrain
MATERIALS REQUIRED:
1x powered eBrain, 1x computer, tablet or phone
In order to control your robot, youll need to
connect to your eBrain.
Turn your kit on.
Click on the wi icon on your computer and look for
the robot in a can network. Select it to connect to
your kits wi network.
= Same code
1234
RobotInACan-1234
1
2
Check for the wi ID code that is written on your board to make
sure you are connected to the right network.
47
ACTIVITY
Snap.html
Robot in a Can
eBrain Snap!
Launch Snap!,
your programming tool
You should have already downloaded the ‘Robot in
a Can Toolkit’ folder from Start.RobotinaCan.com.
(This guide was in that folder.)
In that folder, locate a sub-folder titled ‘eBrain Snap.
Locate and open Snap.html using Google Chrome.
48
BASICS
Intro to Snap!
A visual programming tool
It allows you to create programs by dragging blocks
of instructions and snapping them together on
the scripting area. Were going to go over some
important areas.
Continued on following page...
49
BASICS
1 - Toolbar: Press the green ag to run your
program and the red button to stop.
2 - Palette: This is where you can nd your
command blocks. They are organised by function
and color.
3 - Scripting area: Drag blocks from the palette to
the scripting area and snap them together to make a
list of commands.
Continued on following page...
3
Scripting
Area
1 Toolbar
2
Palette
50
BASICS
4
Stage
5
Sprite
Control
4 - Stage: The Stage is the area where you can add
visual elements to your programs. For example if you
were to make a game it would be here in the stage
area where you would see and play the game.
5 - Sprite control: Sprites are visual objects on the
stage. In this case that means the little triangular
arrow on the stage. Imagine you were building a
game, each charater would be a sprite. Every coin,
enemy, or item would also be other sprites. In the
sprite control you can make new sprites and control
each sprite you have made. Remember all of the
code in the scripting area, as well as the sounds and
costumes only apply to the sprite that is currently
selected!
MATERIALS REQUIRED:
Assembled robot, turned ON
and connected to Snap!
Animate your robot
EST. TIME:
XX mins
EXERCISES:
3.1.1 Draw with your sprite on screen
3.1.2 Move your robot
EXERCISE SERIES 3.1
52
ACTIVITY
Write your rst program
Go to the Control block section on the palette
(orange). The control blocks control the order in
which the computer steps through instructions.
Pick the when green ag clicked block and the
repeat block by dragging them one by one onto the
scripting area.
Change the parameters on the repeat block to 4.
Continued on following page...
3.1.1
1
Build the code shown here
53
ACTIVITY
Next go to the Motion blocks section (blue). These
blocks control the arrow in the stage area. This
arrow is called the sprite. Think of it as an actor on
the stage.
Pick the move 10 steps block and the turn 15
degrees block and drag them into the scripting area.
Change the parameters to 100 steps and 90 degrees.
Open the Pen blocks section tag in green. This
section allows the sprite to draw.
Take the pen down block and drag it to the
scripting area.
Arrange your blocks according to the code sample.
Click the green ag button to begin the program.
Good Job! You should now see a square drawn on the
stage.
32
4
3.1.1
54
ACTIVITY
Programming your robot
Let’s write another program to draw a square.
Instead of having your sprite draw it virtually, lets
have your robot move!
Last time we used the blue Motion blocks control
the sprite. This time, use the red eRobot blocks to
control your robot.
Build the code sample on this page and when
youre ready, click the green ag button to run the
program.
3.1.2
Build the code shown here
Bonus! There are a few more red eRobot commands try out. See
what they do can you make a square without the repeat? See
what happens when you change the numbers around. Can you
make other shapes?
MATERIALS REQUIRED:
Assembled robot, turned ON
and connected to Snap!
Washable marker or pen
Large paper to draw on
Draw with your robot
EST. TIME:
XX mins
EXERCISES:
3.2.1 Draw a square
3.2.2 Draw a triangle
3.2.3 Draw a hexagon
EXERCISE SERIES 3.2
56
ACTIVITY
Draw with the Robot
Place a marker or pen through the hole in the center
of your robot, making sure it goes through to touch
the paper underneath.
The better constucted your robot, the more accurate
the lines. When the pen or the robot is on an angle
you might get squiggly corners on your shapes.
Here are some tips:
- Check that your robot bottom is parellel to the
oor or table. You can adjust this using the bulldog
clip at the back.
- Keep the wheels straight and parallel to the page
so the the robot doesnt sag.
- Dont keep your marker in the same place too long
or it will lose ink.
90°
57
ACTIVITY
Draw a square
As you can see when you draw a square the outer
angle of every corner is the same as the inner angle
(90 degrees).
To draw the square we will move forward and turn
90 degrees 4 times. You can write out the code
without using the repeat block.
90°
90°
3.2.1
Build the code shown here
58
ACTIVITY
60°
120°
Draw a triangle
When drawing a triangle we are trying to draw a
closed shape with 3 corners. The rule for calculating
the anlges in triangles tells us that all the internal
anlges must add up to equal 180 degrees.
So angle A + B + C = 180. If the triangle is symetrical
on all sides then the angles all have to be equal to 60
degrees. So, angle A=60 - B=60 - C=60
3.2.2
Build the code shown here
59
ACTIVITY
120°
60°
Draw a hexagon
Now the tricky part.
If you move then turn the robot 60 degrees 3 times
you end up with a shape like this.
The robot is moving forward in a straight line, if we
turn from the axis the robot is moving we are tracing
our shape from the outer angles or what is called
**The Exterior Angle**
So as you can see then to draw a triangle we will
actually have to turn 120 degrees.
Try it for yourself!
3.2.3
Build the code shown here
That’s it for now!
Thanks for now, and don’t forget to check back
at learn.robotinacan.com for new materials!
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1_Art
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